using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

using DataModels;

namespace TowerAssault
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class TowerAssault : BaseGame
    {
        //GraphicsDeviceManager graphics;
        //SpriteBatch spriteBatch;

        public TowerAssault() : base() { }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            base.LoadContent();
            DataLoader dataLoader = new DataLoader(Content);
            SoundManager soundManager = new SoundManager();
            //TempSave tempSave = new TempSave();

            GameServices services = new GameServices(
                dataLoader, 
                soundManager,
                //tempSave,
                this.spriteBatch,
                this.GraphicsDevice);
            //Add the Main game state at the front, the game will start in this state.

            gameStateManager.Push(new SplashScreenState(gameStateManager, services));
            
            
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            base.Draw(gameTime);
        }
    }
}
